1.) The player-ship sometimes "escapes" the screen upon start-up.That's because the ship always tries to reach the mouse-position, and if the mouse never has entered the applet, this goes wrong. I'll define a starting-point for the target-position, if the mouse has never entered the applet.

2.) The hitpoints-bar of sunk ships should disappear. It doesn't look good...

3.) The reload-time of the cannons should be visualized. Maybe there should be 2 separate times for the left and right cannon...

4.) The enemy-ships sometimes appear to close to the player upon a new stage. I'll move the randomized spawnpoints slightly outside the screen, so they sail in (and don't pop up suddenly)

5.) The cannonballs should make a splash in the water, if they missed...#

6.) the pirate-ships should try to avoid each other. Looks odd, when they pass through another ship...

7.) Stuff all that into the remaining 19 bytes... Well, I'll have to clean up the rendering of the ships a bit, to make space...

Well i guess the game is a little to boring.Everything moves really slow, and there is not such a big threat.Its just circling around ships until you get an lucky hit.Maybe add some more speed / strategy.

I don't agree with the lack of speed, as they are huge sail-ships and should behave slowly... And so its possible to not only get a "lucky hit" but rather score "skilled hits" (ok, only if the game is interesting enough to train the skill... hm...)

But maybe i should limit the ammo, and let the hit ships drop some floating ammo-chests, which the player has to collect?So running out of ammo, and no floating chest remaining would be a game-over...

Or should i kick out the stages and instead always send 2 new pirates in for each defeated ship? That would faster increase the danger of running into sunk ships...

I was surprised not to see a game inspired by Broadsides or Sid Meier's Pirates! sooner in this contest.Whatever are the problems with your game, your ship models are nice and some interesting gameplay is here.

To make it more thrilling, add guns to your pirate-ships, even if they shoot randomly ! Ideally, if the wind was taken into account, the game would become even more strategic.

Beside that, I don't mind much your points 2) to 6). I don't find your game too slow. I would not limit ammo. I also like steering with the mouse.

It would be better just to click on screen to start or restart the game, as I find tedious going from the mouse to the keyboard then coming back to the mouse.

What a luck, that my business-appointment tonight was canceled, so i could add further things to Fuego!

I added a slightly visible curved path from the player-ship to the mouse-position, which visualizes the skippers wish, where the vessel shall travel to. (So its not an accurate prediction of the path the ship will go, just a visual hint) This should be a perfect tradeoff between the last two suggestions...

Further i've fixed a bug in the game-state-handling, when crashing into a sunk enemy-ship in "press-mousebutton-for-next-stage"-state. Now you can not be destroyed after you won a stage.

What a luck, that my business-appointment tonight was canceled, so i could add further things to Fuego!

I added a slightly visible curved path from the player-ship to the mouse-position, which visualizes the skippers wish, where the vessel shall travel to. (So its not an accurate prediction of the path the ship will go, just a visual hint) This should be a perfect tradeoff between the last two suggestions...

Further i've fixed a bug in the game-state-handling, when crashing into a sunk enemy-ship in "press-mousebutton-for-next-stage"-state. Now you can not be destroyed after you won a stage.

That helps a lot. It feels like I'm dragging a toy ship with a string. I finally beat the first stage. Since it's difficult to aim, can you make the enemy ships take fewer hits before they are destroyed?

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